- Implemented DA_EquipmentConfig for managing equipment resistances, durability, and weight.
- Created DA_ItemData to serve as a base item data asset with various item types and properties.
- Introduced BPC_HealthSystem for managing player health and death events.
- Added BPC_MovementStateSystem to handle player movement modes with event delegation.
- Developed BPC_StaminaSystem to track player stamina and exhaustion states.
- Established BPC_StateManager as a central authority for managing player action states and gating.
- Created BPC_StressSystem to monitor and respond to player stress levels.
- Implemented PC_CoreController and PS_CorePlayerState for player controller and state management.
- Developed SS_SaveManager for save/load functionality with slot management and serialization.
- Introduced DA_StateGatingTable for defining action gating rules based on gameplay tags.
- Added BPC_DamageReceptionSystem to process incoming damage and apply resistance calculations.
- Implemented BPC_HitReactionSystem for managing hit reactions based on damage received.
- Created BPC_ShieldDefenseSystem to manage shield health and blocking mechanics.
- Added PG_FrameworkEditor.Target.cs for editor build configuration.
- Implemented USS_EnhancedInputManager to manage input contexts with priority.
- Added methods for pushing, popping, and querying input contexts.
- Integrated input mode switching and key rebinding functionality.
feat: Introduce Inventory System Component for item management
- Created UBPC_InventorySystem to handle inventory operations such as adding, removing, and sorting items.
- Implemented weight management and slot organization features.
- Added event dispatchers for inventory changes.
feat: Develop Item Data Asset for item definitions
- Established UDA_ItemData as a base class for all items, encapsulating properties like type, weight, and stack limits.
- Included conditional sub-data structures for equipment, consumables, and inspect data.
feat: Create State Manager Component for player state management
- Developed UBPC_StateManager to manage player action states and overlays.
- Implemented gating logic for action requests and vital sign tracking.
feat: Implement Save Manager for game state persistence
- Introduced USS_SaveManager for handling save/load operations and slot management.
- Utilized FArchive for efficient binary serialization.
feat: Implement Damage Reception System for combat mechanics
- Created UBPC_DamageReceptionSystem to process incoming damage and apply resistance calculations.
- Added event dispatchers for damage reception and hit reactions.